Whisperer in Darkness
Whisperer in Darkness
Medium aberration, neutral evil
- Armor Class 17 (natural armor)
- Hit Points 142 (15d8+75)
- Speed 30 ft.
- STR
15 (+2) - DEX
19 (+4) - CON
21 (+5) - INT
25 (+7) - WIS
18 (+4) - CHA
16 (+3)
- Saving Throws Con +10, Wis +9, Cha +8
- Skills Arcana +17, Deception +13, Medicine +9, Perception +9, Stealth +9
- Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver
- Damage Immunities psychic, poison
- Condition Immunities frightened, charmed, poisoned
- Senses truesight 120 ft., passive Perception 19
- Languages all, telepathy 60 ft.
- Challenge 15 (13,000 XP)
- Disquieting Technology. The whisperer is a highly advanced being that often carries pieces of powerful wands of fireballs shaped like staves with peculiar triggers, eyes of the eagle shaped as a pair of cylinders, or a helm of telepathy in the form of a glowing metal disc adhered to the side of the creature's head.
- Magic Resistance. The whisperer has advantage on saving throws against spells and other magical effects.
- Innate Spellcasting. The whisperer's innate spellcasting ability is Intelligence (spell save DC 20). The whisperer can innately cast the following spells, requiring no material components:
At will: alter self, detect magic, detect thoughts, disguise self, fear, identify, invisibility (self only), misty step, sleep, suggestion
3/day each: confusion, dimension door, disintegrate, dream, modify memory, plane shift, teleport
1/day each: feeblemind, meteor swarm, mind blank, weird
Actions
- Multiattack. The whisperer in the darkness makes two Grasp of the Void attacks.
- Grasp of the Void. Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (6d6) force damage, and the target must succeed on a DC 18 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.